[Horror] Alas Mortis | Made by former Faceless Lead

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    • [Horror] Alas Mortis | Made by former Faceless Lead



      First off, thanks to everyone here who was supporting Faceless while I was part of the development team. The game is still being made, and be sure to track the progress over here - [Click Here].

      I left the development team due to a lack of interest with the Slenderman entity, and some mutual agreements with the now current lead, Adam. I've since decided to start my own, free-to-play, game using the Unreal Engine with my own monster creation, but give the horror genre a unique little twist. So, without further ado I'd like to introduce you all to Alas Mortis.
      ---
      Alas Mortis is a horror game, that's multiplayer. Two teams. 9 players play as everyday citizens of a small town trying to survive on a variety of maps (Farmland, Abandoned Hospital) with two maps mentioned coming out in the early access part of the game, with more levels coming out during development. The other team consists of one player who plays as a demon who's goal is to hunt down the 9 players within the time limit using a variety of abilities, and weapons at his disposal. The demon is more-so a humanoid-bat creature and will have the ability to fly around said maps. The human players have no weapons, and must hide to survive. Think of it as a horrific, gruesome, terrifying game of hide & seek.
      It's being made in UDK, and hopefully will be released on Steam. It's going to be free-to-play so anyone can pick up the game and play it.

      FEATURES


      A multiplayer experience that's competitive, but frightening at the same time. The Demon can be anywhere, and will be hunting you down one, by one. Keep your eyes, and ears open.
      Flashlight beams, and Flares can slow the Demon down and this is the only way human players can defend themselves. There will be no weapons for the human player. Hide, or run. Your choice.
      Variety of human characters to play as ranging from a Doctor, to a man dressed up in a bunny suit. Human, and Demon skins will be unlocked by leveling up. Make yourself stand out amongst the crowd, with each skin/character having a backstory of their own.
      An arsenal of weapons, as well as abilities for the Demon to use while hunting the human players down.
      Game will launch in Early Access with two maps, and one game-mode. More maps, and game-modes will then be added to the game for free.
      Proximity based voice-chat, and no HUD will help make the players feel truly isolated. Never knowing when an ally has been slain. You could truly be alone, and not even know it. The Demon will also be able to eat the bodies of the fallen to hide the evidence.
      Totally Free-To-Play. No money required to play!
      And, Achievements/Trading Cards/etc if we can get onto Steam.
      Will also try for Occulus Rift support if possible!

      So, hopefully Alas Mortis interests you, and you'll start tracking this project!
      ---
      Some images. The game is currently in the early development stages, but please be sure to support this. Your support for Faceless on this community was insane, and I'd love to see you guys support this game as well :thumbsup:


      One of the first 9 playable human characters, Evan Roycz. Mildly psychotic, and just plain weird.



      One of the weapons the demon player will be able to use to kill the human players. Meet Cerebrum.



      This is the Demon, un-clothed. His inspiration is more that of a bat than anything.



      However, the Demon will wear clothes. He will also have wings that burst from his back when he decides to fly around. You'll be able to get more outfits/skins for him during progression of the game.

      ---
      And here's the news update we released today :)



      Hey guys, welcome to another news update for Alas Mortis. For this update I'll mainly talk more about the game, and what you'll be able to expect when the game releases for FREE. Yes, I'm still planning on releasing Alas Mortis completely free to play when it's ready for early access stages, and then see if there would be any interest in Skin-Packs people could buy for a very, small price. Nothing more than $1.
      Cerebrum Concept Art

      Here we have Cerebrum, one of the weapons that the Demon will be using in-game. The skull is mainly going to be used in the Possession game-mode which I'll explain in a tiny bit. Cerebrum is a skull, wreathed in green flames and can be used in the traditional "survival" mode which will be the core mode, and will come with the early access. The Demon player can throw this skull at his enemies and engulf them in flames, which will kill them momentarily. However, if an engulfed player bumps into another player, they will catch fire too and would have a chance of causing a chain-reaction which could be fairly...bad. The skull however could only be used once per-round, and after it's initial use it would be gone from the rest of the match.

      Possession Mode will also utilize the skull, but in a different way. Instead of igniting the human players, the skull will instead possess one human player, and turn them into "The Possessed" which is essentially a human being controlled by the entity trapped within the skull. The skull will then have a cool-down until the Possessed either dies, or "exorcizes" themselves. Once possessed the player has 30 seconds to kill one of the human players, or they'll die. If a Possessed kills a normal human player, they'll essentially exorcize themselves and be free to live again, and survive against the Demon. Either way, someone dies if the skull hits someone. However, this mode is heavily subject to change at this point. We'll see what happens when this mode is available for testing, and how the community/player-base react to it.
      Evan Roycz Character Concept 02

      Here's one of the playable human characters, Evan Roycz. Evan is a tad-psychotic, and had committed an atrocious deed in the past, that he was never convicted of and that's why the Demon is hunting him down. This then explains why the Demon is hunting down this group of people. They've all committed something that is perceived as "sin" and the Demon is essentially killing them, and taking their souls to Hell. You may be wondering why he's dressed in a rabbit costume, and that's for a variety of reasons. The first being he's kind of an "homage" to Robbie The Rabbit in Silent Hill, and the other being his job is to dress up like the "Easter Bunny" for birthday parties. Evan is quite possibly my favorite character of this game, and I can't wait to see how people feel about him when the game launches, and hopefully he makes them uncomfortable. I even have a voice-actor lined up already that I'm really excited to share with you all when the time comes.

      There will be a variety of playable characters at the get-go and I'd like to introduce more via Skin-Packs. Similar to what Killing Floor does with the new characters they release.
      ---
      Here's the IndieDB page for anyone who's interested in tracking the development of Alas Mortis - [Click Here]
      ---

      I'm also willing to answer questions about the game if anyone has any. Ask away! :thumbup:
      Founder/Lead Developer behind Alas Mortis

      The post was edited 1 time, last by Manio ().

    • leonho97 wrote:

      Shikieiki Yamaxanadu wrote:

      Why former lead of Faceless? :V

      He probably has his own reasons why he dropped the project. It seems that there was another project that was dropped before Faceless which was Fragment.


      Yep. I left because I lost interest in Slenderman, and would rather create something from my own head. My own original creation. My own monster. I had already begun slowly drifting away from Faceless before leaving, and it was a mutual agreement amongst myself and the current lead that he take over the project, and he's doing one hell of a job.
      Founder/Lead Developer behind Alas Mortis
    • Manio wrote:

      leonho97 wrote:

      Shikieiki Yamaxanadu wrote:

      Why former lead of Faceless? :V

      He probably has his own reasons why he dropped the project. It seems that there was another project that was dropped before Faceless which was Fragment.


      Yep. I left because I lost interest in Slenderman, and would rather create something from my own head. My own original creation. My own monster. I had already begun slowly drifting away from Faceless before leaving, and it was a mutual agreement amongst myself and the current lead that he take over the project, and he's doing one hell of a job.

      Slenderman was overhyped anyway, was getting tired of him since the release of the Slenderman game by Parsec, which was just so dull in my opinion, yet people loved it.

      It is nice that you want to develop something out of 'scratch' making your own game, somehow this concept reminds me of Garrys Mod Chimera Hunt, yet darker and no way for the players to fight back. I have some nice ideas, but I will only list one at the moment as I don't feel like typing huge buttloads for just one post.

      For example, how about a 'fear' meter for the player which increases when the demon is closer due to the fact they feel his 'presense' and then know he is nearby so they should be really careful or something, should keep the players who are playing on the human side on the move instead of turning it into a plain hide and seek game (or well, they can also decide to stay where they are to play it 'safe'). The detection should be quite a big radius to not spoil the vicinity of where the demon actually is, he might be far away,but he could also be really close standing around the corner. In my opinion it should be a toggleable feature depending on the map or something. Also, the demon should be slightly faster then humans if it is toggled on, not sure if you already made him faster or gave him special stuff or something.

      Oh well, also about the skinpacks, how about a custom model for $100?
      Not sure if serious or not.



    • Shikieiki Yamaxanadu wrote:

      Manio wrote:

      leonho97 wrote:

      Shikieiki Yamaxanadu wrote:

      Why former lead of Faceless? :V

      He probably has his own reasons why he dropped the project. It seems that there was another project that was dropped before Faceless which was Fragment.


      Yep. I left because I lost interest in Slenderman, and would rather create something from my own head. My own original creation. My own monster. I had already begun slowly drifting away from Faceless before leaving, and it was a mutual agreement amongst myself and the current lead that he take over the project, and he's doing one hell of a job.

      Slenderman was overhyped anyway, was getting tired of him since the release of the Slenderman game by Parsec, which was just so dull in my opinion, yet people loved it.

      It is nice that you want to develop something out of 'scratch' making your own game, somehow this concept reminds me of Garrys Mod Chimera Hunt, yet darker and no way for the players to fight back. I have some nice ideas, but I will only list one at the moment as I don't feel like typing huge buttloads for just one post.

      For example, how about a 'fear' meter for the player which increases when the demon is closer due to the fact they feel his 'presense' and then know he is nearby so they should be really careful or something, should keep the players who are playing on the human side on the move instead of turning it into a plain hide and seek game (or well, they can also decide to stay where they are to play it 'safe'). The detection should be quite a big radius to not spoil the vicinity of where the demon actually is, he might be far away,but he could also be really close standing around the corner. In my opinion it should be a toggleable feature depending on the map or something. Also, the demon should be slightly faster then humans if it is toggled on, not sure if you already made him faster or gave him special stuff or something.

      Oh well, also about the skinpacks, how about a custom model for $100?
      Not sure if serious or not.


      I'm doing something unique so people have to keep on the move. If they hide for long periods of time in the same location they'll start breathing heavily due to "fear" and then they'll appear with a glowing outline on the map, and the Demon can see them through walls. This will last for about ten seconds after they move, if they continue standing still the outline will linger until they move away.

      Explain the custom model thing? I'm a little confused haha.
      Founder/Lead Developer behind Alas Mortis
    • Manio wrote:

      Shikieiki Yamaxanadu wrote:

      Manio wrote:

      leonho97 wrote:

      Shikieiki Yamaxanadu wrote:

      Why former lead of Faceless? :V

      He probably has his own reasons why he dropped the project. It seems that there was another project that was dropped before Faceless which was Fragment.


      Yep. I left because I lost interest in Slenderman, and would rather create something from my own head. My own original creation. My own monster. I had already begun slowly drifting away from Faceless before leaving, and it was a mutual agreement amongst myself and the current lead that he take over the project, and he's doing one hell of a job.

      Slenderman was overhyped anyway, was getting tired of him since the release of the Slenderman game by Parsec, which was just so dull in my opinion, yet people loved it.

      It is nice that you want to develop something out of 'scratch' making your own game, somehow this concept reminds me of Garrys Mod Chimera Hunt, yet darker and no way for the players to fight back. I have some nice ideas, but I will only list one at the moment as I don't feel like typing huge buttloads for just one post.

      For example, how about a 'fear' meter for the player which increases when the demon is closer due to the fact they feel his 'presense' and then know he is nearby so they should be really careful or something, should keep the players who are playing on the human side on the move instead of turning it into a plain hide and seek game (or well, they can also decide to stay where they are to play it 'safe'). The detection should be quite a big radius to not spoil the vicinity of where the demon actually is, he might be far away,but he could also be really close standing around the corner. In my opinion it should be a toggleable feature depending on the map or something. Also, the demon should be slightly faster then humans if it is toggled on, not sure if you already made him faster or gave him special stuff or something.

      Oh well, also about the skinpacks, how about a custom model for $100?
      Not sure if serious or not.


      I'm doing something unique so people have to keep on the move. If they hide for long periods of time in the same location they'll start breathing heavily due to "fear" and then they'll appear with a glowing outline on the map, and the Demon can see them through walls. This will last for about ten seconds after they move, if they continue standing still the outline will linger until they move away.

      Explain the custom model thing? I'm a little confused haha.

      Custom playermodel or whatever lol.

      Also the system can be abused by just moving a bit on your place, so be sure that you specify X distance etc.



    • Manio wrote:

      Oh, we'll have ways to counter people trying to abuse that. I'm thinking of adding an option for in-game voice chat to also attract the Demon player, but I still don't know about that. :S

      I think you should do so, but it should use the same mechanic as you wanted to implant/implanted in Faceless, regarding the distances and such. If other people can hear you, so can the demon etc.

      EDIT : It would be cool if the demon would have some sort of echo locator when people are talking as it looks quite like a bat. It doesn't point directly to the player, but appear as a cone on the floor. Which could prove fatal for players if the demon is near, but it could also be a game breaker in my opinion.



    • 'Shikieiki Yamaxanadu wrote:



      EDIT : It would be cool if the demon would have some sort of echo locator when people are talking as it looks quite like a bat. It doesn't point directly to the player, but appear as a cone.


      This is kind of what we're doing. If a player talks too much they'll appear for a short amount of time for the demon, since he is a bat. And I am using the voice-system that was used in Faceless, and other similar co-op horror games like No More Room In Hell, but with a little change up to the formula. More on that later :evil:
      Founder/Lead Developer behind Alas Mortis
    • Manio wrote:

      'Shikieiki Yamaxanadu wrote:



      EDIT : It would be cool if the demon would have some sort of echo locator when people are talking as it looks quite like a bat. It doesn't point directly to the player, but appear as a cone.


      This is kind of what we're doing. If a player talks too much they'll appear for a short amount of time for the demon, since he is a bat. And I am using the voice-system that was used in Faceless, and other similar co-op horror games like No More Room In Hell, but with a little change up to the formula. More on that later :evil:

      To be honest, the exact location of the player(s) shouldn't be spoiled, hence I mentioned the cone thingy.



    • 'Shikieiki Yamaxanadu wrote:


      To be honest, the exact location of the player(s) shouldn't be spoiled, hence I mentioned the cone thingy.


      It's still heavily up for discussion on how this will work. Which is something I'll have the testers weigh in on once we have something playable and ready to go.
      Founder/Lead Developer behind Alas Mortis
    • Manio wrote:

      'Shikieiki Yamaxanadu wrote:


      To be honest, the exact location of the player(s) shouldn't be spoiled, hence I mentioned the cone thingy.


      It's still heavily up for discussion on how this will work. Which is something I'll have the testers weigh in on once we have something playable and ready to go.

      Also depends on how big you want the playable maps to be and how long each round or something should take.



    • Maps will be decent sized. That way people should be able to play differently everytime. My favorite part of one of the maps Farmland is the corn-field. People run into the cornfield to escape the demon, and there vision will be reduced greatly, and they can get lost. Imagine the demon flying around above, the human players disoriented and lost in the cornfield as he swoops down and picks them off one by one.

      Fun.
      Founder/Lead Developer behind Alas Mortis
    • Manio wrote:

      Maps will be decent sized. That way people should be able to play differently everytime. My favorite part of one of the maps Farmland is the corn-field. People run into the cornfield to escape the demon, and there vision will be reduced greatly, and they can get lost. Imagine the demon flying around above, the human players disoriented and lost in the cornfield as he swoops down and picks them off one by one.

      Fun.

      Too bad it is made with the Unreal Engine though, I had some ideas which I could work on if it was a Source Mod, but oh well, I have an unfinished project, which involves importing/recreating a Postal 2 map. I even have permission from the developers to use all resources.



    • Manio wrote:

      I've found the Unreal Engine to be easier to work with coding-wise than Source. I think that's the main reason I switched, plus it's pretty :3

      Coding wise UDK is way better, but I prefer the editor of Source way above UDK due to it's simplicity with the brushes, UDK isn't so friendly with that or atleast not with me.

      However Source 2013/2 is going to be pretty sweet